| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176 | #ifndef __CHEROHANDLER_H__#define __CHEROHANDLER_H__#include "../global.h"#include <string>#include <vector>#include <set>#include "../lib/ConstTransitivePtr.h"/* * CHeroHandler.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */class CHeroClass;class CDefHandler;class CGameInfo;class CGHeroInstance;struct SSpecialtyInfo{	si32 type;	si32 val;	si32 subtype;	si32 additionalinfo;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & type & val & subtype & additionalinfo;	}};class DLL_EXPORT CHero{public:	enum EHeroClasses {KNIGHT, CLERIC, RANGER, DRUID, ALCHEMIST, WIZARD,		DEMONIAC, HERETIC, DEATHKNIGHT, NECROMANCER, WARLOCK, OVERLORD,		BARBARIAN, BATTLEMAGE, BEASTMASTER, WITCH, PLANESWALKER, ELEMENTALIST};	std::string name; //name of hero	si32 ID;	ui32 lowStack[3], highStack[3]; //amount of units; described below	std::string refTypeStack[3]; //reference names of units appearing in hero's army if he is recruited in tavern	CHeroClass * heroClass;	EHeroClasses heroType; //hero class	std::vector<std::pair<ui8,ui8> > secSkillsInit; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert)	std::vector<SSpecialtyInfo> spec;	si32 startingSpell; //-1 if none	ui8 sex; // default sex: 0=male, 1=female	//bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;}	CHero();	~CHero();	template <typename Handler> void serialize(Handler &h, const int version)	{		h & name & ID & lowStack & highStack & refTypeStack	& heroClass & heroType & secSkillsInit & spec & startingSpell & sex;	}};class DLL_EXPORT CHeroClass{public:	ui8 alignment; 	ui32 skillLimit; //how many secondary skills can hero learn	std::string name;	float aggression;	int initialAttack, initialDefence, initialPower, initialKnowledge; //initial values of primary skills	std::vector<std::pair<int,int> > primChance;//primChance[PRIMARY_SKILL_ID] - first is for levels 2 - 9, second for 10+;;; probability (%) of getting point of primary skill when getting new level	std::vector<int> proSec; //probabilities of gaining secondary skills (out of 112), in id order	int selectionProbability[9]; //probability of selection in towns	std::vector<int> terrCosts; //default costs of going through terrains: dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock; -1 means terrain is imapassable	int chooseSecSkill(const std::set<int> & possibles) const; //picks secondary skill out from given possibilities	CHeroClass(); //c-tor	~CHeroClass(); //d-tor	template <typename Handler> void serialize(Handler &h, const int version)	{		h & skillLimit & name & aggression & initialAttack & initialDefence & initialPower & initialKnowledge & primChance			& proSec & selectionProbability & terrCosts & alignment;	}EAlignment getAlignment();};struct DLL_EXPORT CObstacleInfo{	int ID;	std::string defName, 		blockmap, //blockmap: X - blocked, N - not blocked, L - description goes to the next line, staring with the left bottom hex		allowedTerrains; /*terrains[i]: 1. sand/shore   2. sand/mesas   3. dirt/birches   4. dirt/hills   5. dirt/pines   6. grass/hills   			7. grass/pines   8. lava   9. magic plains   10. snow/mountains   11. snow/trees   12. subterranean   13. swamp/trees  			14. fiery fields   15. rock lands   16. magic clouds   17. lucid pools   18. holy ground   19. clover field  			20. evil fog   21. "favourable winds" text on magic plains background   22. cursed ground   23. rough 			24. ship to ship   25. ship*/	std::pair<si16, si16> posShift; //shift of obstacle's position in the battlefield <x shift, y shift>, eg. if it's <-1, 2> obstacle will be printed one pixel to the left and two to the bottom	int getWidth() const; //returns width of obstacle in hexes	int getHeight() const; //returns height of obstacle in hexes	std::vector<THex> getBlocked(THex hex) const; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'	THex getMaxBlocked(THex hex) const; //returns maximal hex (max number) covered by this obstacle	template <typename Handler> void serialize(Handler &h, const int version)	{		h & ID & defName & blockmap & allowedTerrains & posShift;	}};struct DLL_EXPORT SPuzzleInfo{	ui16 number; //type of puzzle	si16 x, y; //position	ui16 whenUncovered; //determines the sequnce of discovering (the lesser it is the sooner puzzle will be discovered)	std::string filename; //file with graphic of this puzzle	template <typename Handler> void serialize(Handler &h, const int version)	{		h & number & x & y & whenUncovered & filename;	}};const int PUZZLES_PER_FACTION = 48;class DLL_EXPORT CHeroHandler{public:	std::vector< ConstTransitivePtr<CHero> > heroes; //changed from nodrze	std::vector<CHeroClass *> heroClasses;	std::vector<ui64> expPerLevel; //expPerLEvel[i] is amount of exp needed to reach level i; if it is not in this vector, multiplicate last value by 1,2 to get next value		struct SBallisticsLevelInfo	{		ui8 keep, tower, gate, wall; //chance to hit in percent (eg. 87 is 87%)		ui8 shots; //how many shots we have		ui8 noDmg, oneDmg, twoDmg; //chances for shot dealing certain dmg in percent (eg. 87 is 87%); must sum to 100		ui8 sum; //I don't know if it is useful for anything, but it's in config file		template <typename Handler> void serialize(Handler &h, const int version)		{			h & keep & tower & gate & wall & shots & noDmg & oneDmg & twoDmg & sum;		}	};	std::vector<SBallisticsLevelInfo> ballistics; //info about ballistics ability per level; [0] - none; [1] - basic; [2] - adv; [3] - expert	std::map<int, CObstacleInfo> obstacles; //info about obstacles that may be placed on battlefield	std::vector<int> nativeTerrains; //info about native terrains of different factions	void loadObstacles(); //loads info about obstacles	std::vector<SPuzzleInfo> puzzleInfo[F_NUMBER]; //descriptions of puzzles	void loadPuzzleInfo();	unsigned int level(ui64 experience) const; //calculates level corresponding to given experience amount	ui64 reqExp(unsigned int level) const; //calculates experience required for given level	void loadHeroes();	void loadHeroClasses();	void initHeroClasses();	void loadTerrains();	CHeroHandler(); //c-tor	~CHeroHandler(); //d-tor	template <typename Handler> void serialize(Handler &h, const int version)	{		h & heroClasses & heroes & expPerLevel & ballistics & obstacles & nativeTerrains & puzzleInfo;		if(!h.saving)		{			//restore class pointers			for (int i=0; i<heroes.size(); i++)			{				heroes[i]->heroClass = heroClasses[heroes[i]->heroType];			}		}	}};#endif // __CHEROHANDLER_H__
 |